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TheCenturion
May 3, 2013
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enigmahfc posted:

Like, one time before a tournament match me and him had, he looked at my list and said, "okay, I know my list can beat yours." and that was about the only thing he said.

I'm going to ask the question we're all desperately wanting the answer to: did you win?

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TheCenturion
May 3, 2013
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enigmahfc posted:

There is a middle ground between eating up time talking about annoying as gently caress stuff, and being a stone silent block of wood. Neither are fun to play against.
Well, we were talking earlier about stupid psychout tricks....

quote:


I didn't want to say anything, but yeah, torn him him the gently caress up. He was visibly mad after the match.

:awesomelon::respek::black101:

TheCenturion
May 3, 2013
HI I LIKE TO GIVE ADVICE ON RELATIONSHIPS
I read once that the xwing rock, paper, scissors is arc dodgers, jousters, turret ships. Miranda is all three.

TheCenturion
May 3, 2013
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AndyElusive posted:

You might find it amusing to know that Disney pulled that shirt from TeePublic the day before May the 4th. I guess they were worried I would profit from their IP or something!

So now I need to move my store to TeeSpring or someplace similar.

Anyways, goodluck!

As the Americans would say, I got mine.

Oh, and the Narc tshirt the logo is centered to the length of the overall design, not the actual logo, so it's off center.

Xwing chat: I still take int aces to tournaments because I hate myself and why would I use ships with twice the combined hit points for two points more?

TheCenturion
May 3, 2013
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hoiyes posted:

Fix it with can't drop bombs as a free action?

Just make bombs subject to the "slam disables weapons" dealie, maybe.

TheCenturion
May 3, 2013
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VikingPenguin posted:

I've been playing quite a while now, and I finally have the urge to learn some aces. If I fly Howlrunner and three blacks with crack shot, should Soontir have Targeting Computer or Stealth Device for the second mod? It is a one or a two point bid.

I know it's not the most hip and up to date thing. It's an older list, but it checks out.

I'd say try targeting computer. In that scenario, Soontir should be ranging around independent, going for flank and rear attacks, floating like a butterfly.

TheCenturion
May 3, 2013
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admanb posted:

So you just shoot Biggs.

Which begs the other question; in that case, what's the point? If you're shooting Biggs until he dies because of pilot ability, or you're shooting Biggs until he dies because you have to shoot him once, and there's no point in splitting fire, either way, if Biggs is on the table, you need to burn him down first.

TheCenturion
May 3, 2013
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Raged posted:

Baaaaaaah

I'm second guessing my list for the Aus Open next weekend. Planning on Dengar/Tel since I have been flying it for about 2 months off and on. I probably have 20-25 games with and haven't lost yet and probably could fly it in my sleep. It's a drat good list and watching world's really improved how I flew it. Hell in the last 5 games I only had to use my damage deck twice.

However I have the following misgivings about running it.

1. Out of 90 players I fully expect to see a lot of people flying this list because of world's and other people will expect it. A recent store tourney where I am going had 6 people flying it.
2. I hate the idea of flying two ships list in a tourney. It cuts down on your options for misdirection and baiting.
3. I have tankier scum lists and lists with more firepower that I have just as much or more experience with.

Baaaaaah any advice or should I just get out of my own head?

Be a man. Fly this.

Prince Xizor (31)
Veteran Instincts (1)
Advanced Sensors (3)
Autothrusters (2)
Virago (1)

Guri (30)
Predator (3)
Autothrusters (2)

Black Sun Enforcer (25)
Autothrusters (2)

Total: 100

View in Yet Another Squad Builder

TheCenturion
May 3, 2013
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enigmahfc posted:

What is the Fel's Wrath you speak of? I've never seen it.....

A ps5 tie interceptor.

TheCenturion
May 3, 2013
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One of those belt mounted ones like arcade workers used to use to dispense quarters?

TheCenturion
May 3, 2013
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Royal Guard TIE Mk2: plus 1 agility, plus 1 hull. No second modification. 3 pts.

Basically, permanent stealth device, and you're less likey to be wiped off the map with a single unfortunate die roll.

TheCenturion
May 3, 2013
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canyoneer posted:

The solution to red dice inflation is green dice inflation! :pseudo:

It's not inflation; it's stealth device as a title, without the 'goes away the first time you're hit' limitation.

Pac-Manioc Root posted:

Doesn't help against stuff that just outright pushes hits and crits on you, which personally I think is what made Interceptors so scarce.

That's what the extra hull is for. Not sure what else you could do, other than simply say 'Ignore any damage for which defense dice are not rolled.'

TheCenturion
May 3, 2013
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Ballpoint Penguin posted:

Dumb question, I just want to double check something. If you attempt a barrel roll, but aren't able to fit in the desired spot, you are then obligated to check to see if you can complete the barrel roll anywhere else on that same side, correct?

The procedure is:

Declare a barrel roll, including a direction.
Attempt to barrel roll in that direction.
If you cannot complete the barrel roll that you want, but can complete a barrel roll in that direction in general, i.e. you wanted to barrel roll such that the edge of the movement template is aligned with the front of the ship base, but the ship base has to be moved forward to clear an obstacle, you do that.

If you cannot barrel roll in that direction at all, you are not obligated to barrel roll in a different direction. Note that if you pushed the limit to perform this barrel roll, you even have the option of rescinding use of the PTL card entirely. In other words, if you say 'I want to barrel roll left,' attempt it, and discover that you just barely land on an obstacle, no matter where you position the ship along the template, you cannot barrel roll left, and you are not required to barrel roll right. You can choose a different action.

Boost works the same.

TheCenturion fucked around with this message at 21:47 on Jun 6, 2017

TheCenturion
May 3, 2013
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Find some people to play with, and play. The books included with the core are horrible for teaching you how to play, they are.

TheCenturion
May 3, 2013
HI I LIKE TO GIVE ADVICE ON RELATIONSHIPS

Tequila Ranger posted:

Bystanders of any form are abso-fuckin-lutely not supposed to "remind," coach, ask pointed "questions," or loudly speculate on potential moves or actions, around a game. Your TO f'd up there, and should have known better, being the TO and all.

I dunno. Read the official tournament rules for "relaxed" tier. Formal or premiere, absolutely.

TheCenturion
May 3, 2013
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On the other hand, the Official Tournament Regulations, dated a year later, are:
Relaxed Tournaments at this level are welcoming to all players, regardless of experience level. Players are encouraged to help each other improve and learn, so long as it does not significantly disrupt the game. The focus is on creating a fun and friendly environment. The Relaxed Tier is used for Store Championship events.

That said, I agree; TOs should keep their goddamn mouths shut unless asked a question, and spectators shouldn't interfere. On the other hand, the entire point of the Relaxed tournament type is to be able to ask things like 'Why didn't you use this power here?' or 'how did that extra focus just get generated?' Formal and Premiere events, on the other hand, no.

But if the TO knew that the player wasn't inexperienced, no way he should be pointing that sort of thing out, no. But the rules do allow for it. Kinda. Sorta. If you tilt your head in the right direction at the right angle. Kinda.

TheCenturion
May 3, 2013
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illectro posted:

Are there any suggestions on how to run sensible 3 player battles without the usual danger of 2 players ganging up on 3rd, or leaving one player out at end with 2 players left.
I've been playing with both my kids on same team against me, but they really want to have their own teams, so Rebels vs Imperials vs Scum needs to work.
(Also, I work with someone called Tie Wang... wonder if I can organize office game night)

Well, you either enforce a rule that a can only attack b, b only c, and c only a until one is eliminated, or build in asymmetrical from the start; one player plays two squads, the other two each have one squad, and it's two on one. Or play scenarios where the different players have different objectives.

TheCenturion
May 3, 2013
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I had a Good Night(tm) last night.

We're having an FLGS tournament at the end of the month, so some of my buddies wanted to try some new lists.

My first buddy is a drat fine x-wanger. He came up with a Miranda ASLAM Sabine/Dash list a few months before it became the hotness, for example. He was flying an odd list; a U-Wing piloted by Hess or Hoss or Huss something, T-70 Jess Pava with R2 and some sort of rockets or missiles, and an ARC-170 with gunner and some droid. I shoulda took some notes.

I, of course, was flying my beloved yet self-loathing Soontir/Carnor/Turr trinterceptor list; stealths, autothrusters, turr has VI, Soontir and Carnor have PTL.

It didn't seem like the bestest of lists; it didn't seem to have a good unifying theme or design strategy. Carnor got blown to snot when four greens came up eyeballs, I think Turr took some damage. But my brave little ints swarmed the ARC and blotted it from the map, whipped around like Remoras and mobbed the T-70 into dust, and time expired. Clear victory by points.

My second match was against a Oicunn decimator with Palp and Vader in a TAP with VI.

Now, I flew brilliantly, but he was also not as practiced with this list as he might have hoped. He started out with some lovely formation flying, Vader looking like a little baby duckling nestled up under it's mother's wing, but then they somehow got separated. Carnor went after Vader, as the Deci didn't seem to have much to do with focus/evade tokens, Turr flew support for that, while Soontir harassed the Deci, generally tokening up like a mad bastard. 'Evade, PTL, free focus token, take a focus.'

Vader didn't last long under the guns of Turr and Carnor. It was odd, flying against a ship with an even higher PS than mine, but I still managed to out-fox him.

Then, it was time to whomp on the Decimator. Having zero agility, and being built to be an Imperial Bulldozer, all I had to do was keep my Ints out of his lumbering path. Pushed through an early crit: major hull breach. All damage cards are face up. When you've got 12 hull, that's a lot of crits. One of the very next ones: a second MHB. Blinded pilot. Stunned pilot. Hard turns are now red. PS 0.

I ended that turn with a clean sweep. No attacks landed on my Ints, one damage from Oicunn's pilot skill.

It was a good night.

TheCenturion
May 3, 2013
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AndyElusive posted:

Your post makes me want to fly Triple Interceptors but TLT makes me weary of doing so:

TLT isn't bad too bad in the abstract. Bombs are.

I used to say that the nice thing about this list is that you live and die by your own skill at flying them. That's getting less and less true. But, I just can't fly anything else. These little bastards are so goddamn fast, and slippery. The look on your opponent's face when they realize Carnor is shutting them down utterly is so :agesilaus:. Especially something like one of those Rey Falcon builds that's all about generating, storing, and shenanigans with focus tokens. Or when you thread the needle between two opponent's firing arcs with Carnor, and you just can't help but reenact the waving scene from Top Gun.

Or towards the end game, if you make it that far, when you've got Soontir just following around a slow-rear end large base ship, going 'Green clears the stress. He'll focus, push the limit giving him another focus, then evade.' Or funny shenanigans with Turr. "Ok, attack, one hit, whatever. Now he'll trigger his pilot skill and roll out of arc."

Or that amazing feeling when you arc dodge such that you still have a shot, and they don't.

On the other hand, yeah, in the modern red dice game, it's pretty common to lose an Int to a single attack. Let alone bombs with Adv. Slam.

But still, I love the little bastards, even if they're very unsuitable for serious competition. On the other hand, you learn how to eyeball distances, movement templates and what not right quick, and there's a sick sense of satisfaction when you pull off a one hard bank right in front of an obstacle, or correctly guess the opponent's movement and have an interceptor stick to their rear end. Or when they forget your itty bitty 3 K-turn, or your long range 5 K, and you can just picture the thing whipping around, bracketing the opponent with all four cannon, and zap zap zapping away.


But nowadays, no, it's not that you make one wrong move and an Int disappears; it's that you can do everything right and it doesn't matter. I really hope that Interceptors get some love when TLJ comes out.

Soontir Fel (27)
Push the Limit (3)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)

Carnor Jax (26)
Push the Limit (3)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)

Turr Phennir (25)
Veteran Instincts (1)
Stealth Device (3)
Autothrusters (2)
Royal Guard TIE (0)

Total: 100

View in Yet Another Squad Builder

TheCenturion
May 3, 2013
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ConfusedUs posted:


I also had a baller move where I did a maneuver over a rock to land range 1 of a Soontir Fel who hadn't moved or tokened up yet. I Palped the hit to lose the shield, then nuked Fel with Expertise + target lock (from the previous round). It was gorgeous.

Sick.

TheCenturion
May 3, 2013
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Jxforema posted:

Edit: beaten like a triple interceptor list

Hey!

TheCenturion
May 3, 2013
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vrklgn posted:

It's time to come back to X-Wing can anyone do a recap what has happen since triple jumpmaster was a thing ?

The new meta involves bombs, ASLAM, living in fear of upcoming nerfs, being just a LITTLE bit subtle when changing your dials during your opponent's moves, and a surprising resurgence of the Triple Int Aces list.

TheCenturion
May 3, 2013
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ConfusedUs posted:

Do you mean things like Quickdraw/Vessery/Omega Leader? Because that list is solid.

Int as in Interceptors. They're so fetch.

TheCenturion
May 3, 2013
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ConfusedUs posted:

Yeah, I'm pretty sure that only crazy people fly that. It's a terrible list.

Never call a crazy person crazy.


DogCop posted:

There's a guy at my local shop that likes flying Triple Interceptors and it's fun to see how many die before ever getting a shot off.

Alex?

TheCenturion
May 3, 2013
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Just be thankful we haven't started getting Vong Coralskippers yet.

TheCenturion
May 3, 2013
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overdesigned posted:

New preview for Guns For Hire pack is up, focuses on the Starviper.


quote:

It is the TIE interceptor's wealth of green maneuvers at Speed "2," especially its green "2" turn, that make it feel like a nimble fighter at close quarters. Conversely, it is the Lambda-class shuttle's red "2" turn—and its red Speed "0" stall maneuver—that makes it feel like a large, lumbering target even while it boasts five hull and five shields. And the StarViper, with its wealth of close-range maneuvers, finds a place between the two ships because it lacks the interceptor's ability to transition to high-speed "3" turns and all of its turns are white.
Sigh.

TheCenturion
May 3, 2013
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banned from Starbucks posted:

Dengar tweek best friends

Only registered members can see post attachments!

TheCenturion
May 3, 2013
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quote:


Advanced Slam: now becomes action bar only.
I've never used SLAM/ASLAM myself, though I've flown against them a lot. What does this change actually do/mean?

TheCenturion
May 3, 2013
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Tekopo posted:

Basically ASLAM allows you to perform a free action after SLAMing. If you restrict the free action to action bar actions (like PtL does), it means that you can't fire bombs that require actions to drop.

No action bombs from ASLAM means that the places where you can place bombs with a K-Wing are much reduced.

Ah, so in theory: they used to be able to move, slam to move again, bomb; now they can move, slam, then focus/evade/boost/barrel roll/target lock, depending on what's on their bar?

TheCenturion
May 3, 2013
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Took third place in an 8 person local tournament over the weekend, so I'm pretty chuffed.

I, as always, flew Soontir with PTL, Royal Guard Tie, Autothrusters and Stealth Device, Carnor the same, and Turr with VI, RGT, AT and SD.

Match one was against Braylan Stram, Jess Pava and Huff Toffnir. Two of those had gunner, one had gunner plus FCS for infinite target locks. That sucked.

Final tally for that was 53 destroyed, 65 lost; I wiped Braylan off the map, he did an amazing job of keeping Jess away from my arcs, and I got half points after the U-Wing flew over an asteroid to take out it's last shield. He went on to take second overall, IIRC.

Match two: Dengar and Sol Sixxa in a scurg. Thanks to good large asteroid placement on my part, and some hesitation on his part to get Dengar caught up in the asteroids, I was able to swarm and destroy the scrug, then take Dengar out at leisure, especially after a crit moved him to PS0. 100-0.

Match three: Three Outer Rim Smugglers. One with Luke and Lando, one with Jan Ors and a recon specialist, I think, and the third with Hera and Ezra. I dubbed this the Fuckin' Falcon Flocken. Most of the other players had real trouble with this, but autothrusters and SDs carried the day for me. He took out Carnor, but I wiped him out, final score 100 destroyed, 34 lost.

Match four: Ryad and a Glaive pilot, both tie/d with ion cannon, and a stock Carnor. Very first round, I zagged when I should of zigged, the dice loved him and not me. Hit and crit go through on my carnor, and surprise, it's direct hit. Off he goes. Next round, Soontir gets utterly buggered by his Carnor, and the same thing happens; hit and crit, and the crit is direct hit. Turr was an afterthought. 0-100, never even landed a hit. (Seeing as it was over so quick, we reset and tried again, and this time, I beat him soundly, so it was a good list match up. He went on to take first, IIRC.)

Match five: A-Wing Jake, A-Wing Tycho, and rebel Nym in a Scurg with bomblets, I think an Ion turret or something. This match went on and on and on. The A-Wings and ints just danced and danced and danced. I managed to keep his a-wings balled up with everything else enough that he either couldn't poop bomblets, or chose not to detonate them, with the pilot ability, as they'd catch them as well as me.

It was a good day. Knowing your own list inside out helps a lot against people trying to work the new hotness into their list the night before, certainly.

Finally, the timer went off, and in that final round, I finally took out Tycho (having heavily damaged Nym, but small base, so no halfsies) for the win. 28 measly points destroyed, zero lost.

TheCenturion
May 3, 2013
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bunnyofdoom posted:

Hm....I wonder how an autodamage nullifying EPT or pilot skill would work. Like "Anytime you are assigned a damage without rolling, you can take one stress and instead roll a die. On a [hit] or [crit] you take one damage.

Does that make sense? Maybe make it unique?

Once per round, when you are assigned one or more damage that did not result from an attack, that damage is reduced by one, to a minimum of zero." I've toyed with the idea of this as an added text to things like Royal Guard Tie.

I've also wondered about building PTL into RGT which leaves INTs free to take another ept.

TheCenturion
May 3, 2013
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alg posted:

Just drive over asteroids and have dual EPTs. Lol that's not a good idea

Well, drive over an obstacle and lose your action or take a stress, meaning you're buggered.

People bitch about the Biggs tax, well, ints have a ptl tax.

Also, yeah, one or the other, obvs.

TheCenturion
May 3, 2013
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IronSaber posted:

What is "crunch?"

'Fluff' is story, 'crunch' is rules. The usual example is Warhammer 40k; you can play that game without knowing a drat thing about the 'fluff;' who the Emperor of Man is, who the Space Marines are, who the Eldar are, why Orkz like to paint their vehicles red, and so on. But you do need to know the 'crunch;' playfield setup, army point totals, stats, how to move, how to determine Line of Sight, how to attack, defend, assign damage, use special abilities, and so on. Similarly, you might enjoy all the 'fluff,' read the novels, know lots about the backstory, but never have actually played, or know anything about, the tabletop war game.

X-Wing is basically all crunch; you don't need to know a drat thing about who Soontir Fel or Dengar or Thweek are; you just need to know what their abilities do. There's no ongoing metaplot, no story line, no 'universe' other than 'Star Wars themed.' Nobody knows or cares why Biggs is flying alongside a Clone Wars era fighter and Sabine's stolen TIE, and why they're fighting three random mooks flying a ship listed once in a random tie-in novel.

TheCenturion
May 3, 2013
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theironjef posted:

It's mixed, though almost exactly full of what you say you're wary of. It has a lot of bogged-down elements of non fun gameplay that sorta plagued games from around that time, in support of a semblance of realism I guess? Like there's rules for how long your ship has to spend in drydocks after taking damage (weeks to months), when Star Wars isn't really about that, it's about "The ship is broken, send a wookie into the ship's basement with a hydrospanner for 20 minutes." The jedi rules were okay, though it's entirely possible for a jedi to nearly kill himself with his first lightsaber swing. Basically if you like Star Wars a little more light and fluffy like the movies, where healing time boils down to a shot of Luke floating in a blue soda, then the current FFG is more on the mark, but if you like RPGs from the 80s where advice runs to "If the players manage to get a turbolaser, make sure to punish them by having it break down often," then it's the sort of old-school game you're looking for.

This. It was a product of it's time, but as others have said, it literally created the EU. LucasArts used it as reference material. A box of it was handed to Timothy Zahn, when he was tasked with writing what became the Thrawn trilogy. I seem to recall Freddy Prinze Junior brought his collection in when he joined Star Wars: Rebels.

From a 'crunch' view, though, it was an evolution of the d6 system used in the GhostBusters RPG. Was one of the first RPGs to use character templates, IIRC, with Shadowrun being a close second. Was fairly good at putting a lot of constraints on light-side Jedi. I remember there being a lot of vehicle rules, including size scales; i.e. what good are snub fighters going to be against THAT?

TheCenturion
May 3, 2013
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Improbable Lobster posted:

What's wrong with preserved fruit

Raspberry! I HATE raspberry! Only one man would dare to give me the raspberry!

TheCenturion
May 3, 2013
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My worst was having an interceptor, Range 3, obstructed, stealth device and autothrusters, meaning I threw those six greens plus could turn one blank to an evade.... and rolling six eyeballs. With no focus, of course.

TheCenturion
May 3, 2013
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What’s the official answer to “can you tractor beam a ship off the board?”

TheCenturion
May 3, 2013
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Perfect, thanks.

TheCenturion
May 3, 2013
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Raged posted:

I agree. I'm kind of surprised people are writing this off as a bad ship already. Being able to slam and fire either torps, missiles or cheap cannon is a pretty awesome ability.

Honestly makes me wonder if after the ASLAM nerf kicks in, we'll see an EPT or something that lets ships go back to the old implementation. "EPT: Bombs Away: If equipped with an ASLAM, after performing a SLAM action, you may perform a free action on your action bar, or on any equipped bomb card."

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TheCenturion
May 3, 2013
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ConfusedUs posted:

Advanced SLAM nerfed and Genuis nerfed? Kanan/Biggs no longer a thing?

IMPERIAL ACES ARE BACK, YA'LL.

This faq takes effect on Nov 6th. Of course, I have a local tournament on the 5th. And I know that one of the players basically reinvented the original Fair Ship Rebels for their list, then had that pointed out to them, with the suggestion that they look into FSR2. He might as well use it while he can....

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